Advanced Towers

Master's Capstone Project

Year: Jan 2016-Dec-2016

Tools:

Unity Game Engine/C#

Description

I created this game as my computer science Masters project. This is a PC game in the tower defense genre. In this game type, the goal is to protect the base from waves of enemies. The player does this by placing towers on the map. The player is given resources at the start of each level. The resources are used to buy and upgrade towers. The player is awarded more money for each enemy he/she kills. Once all of the enemy waves are defeated, the player wins the game.

Programming Methodology

created a base class that most unit's used. I created child classes for specialized units. I used Object oriented to avoid repeating code I created helper classes for unit and tower data. I created separate classes for most gameplay mechanics(ie towers)

The game will be a tower defense strategy game. The goal of the game is the to protect the base from waves of enemies. The player does this by placing towers on designated spots the map. The player is given resources at the start of each level. The resources are used to buy and upgrade towers. The player is awarded more money for each enemy he/she kills. Once all of the enemy waves are defeated, the player wins the game.

General Game Rules

Waves/Rounds

Each mission consists of a series of rounds. During each round, the enemy will attack with a set number of units. When all the enemy units in a wave are destroyed, the round ends. At the end of each round, the player is awarded additional money. A bonus calculation is used to determine how much money the player gets, See the economy section for more information.

Winning:

The player can win the game on either defense or offense. The mission type determines the victory condition.

Survival:

The player wins the game when the player survives all the waves.

Losing:

Losing Too Many Lives

The player loses the game if too many enemies get to the base. t

Enemy MOBS/ Starting Paths

Each map has a predefined number of spawn points

Enemies are generated from the points

Each spawn point has a designated destination

Each spawn point has a list of enemy units that is generated in each wave

Each spawn point has a ui arrow that shows the path from the destination

Post game mission

When the mission ends, the player is taken to a post game mission screen. Three states (units killed, towers built, and tower value) are tracked by the gamecontroller script.

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